SQLA Rule Conventions

Building containing a staircase are considered a level 2 1/2 obstacle for LOS purposes [7B]

Once a unit (infantry or vehicle) is fired upon in a certain location in their movement, they cannot be shot at in some earlier location. [16B, 55B]

If an AFV carrying passengers fires any armament other than AAMG, Smoke Candles, or is hit by any type of ordnance or FFE not resulting in elimination of the AFV, all passengers must 'bailout' into the AFV hex (not adjacent.) Such units may not Prep Fire, Defensive Fire or Advancing Fire that player turn. They may advance normally in the Advance Phase. [31B]

Units may use the Advance Phase to either move one hex or climb or descend one level in a staircase hex (not a sewer entrance) of a multi-level building. [57A]

Complete Rules (subject to agreement of both players, some do not agree with Rulebook and Q&A:

[VSQL protocol] Players may send partial moves (pulses) to
force defender to make a decision on shot vs. moving AFVs and similar
units requiring immediate defensive fire. Following a defensive fire shot, HIP minefield attack,
immobilization result or other action, regardless of outcome, the balance
of the move is cancelled and subject to revision by the moving player.

[VSQL protocol] Due to the the shared mapboard, inherent LOS
checking ability (if player enabled), and potential LOS checking errors,
unlimited LOS checks are allowed. This is not true in FTF as a shared map
is in use.

[VSQL protocol] VSQL boards are the valid boards for LOS
checks as both players are using the same boards (unlike printed boards
which vary by printing edition, alignment, mounting and other factors.
Using VASL boards, all player possess the same LOS whereas
actual boards differ with printing and mounting.

[Tournament protocol] In tournament settings, once both
players agree a phase is over, forgotten activities are considered lost
opportunities. Exceptions are made for instance resulting in clear
violation of the rules and one player clearly benefited Should players
seek to create a long term friendship and ongoing opposition, enforcement
of this is optional if discussed prior to play. The normal leniency of
PREASL play is normally lacking in tournament play; lessons are learned
the hard way.

[FTF protocol] If either die is cocked or out of the
rolling area, both are to be rolled over.

[FTF protocol] If a LOS is shown to be invalid, the
firing unit is still considered to have fired and an appropriate DR is
required for malfunction check purposes.

[VSQL, FTF and ESPECIALLY Tournament protocol]; when
lurking or observing, NEVER make game related comments, rule clarification
or touch any opponent's units unless at the player's requests.

[Tournament protocol] Players are not entitled to
perform past forgotten actions, retract movement once a new hex is
entered. If the option is granted, the opponent is enabled to make the
same number of revisions. In championship tournament play, this is
practice is discouraged. in friendly play or when training novices, error
correction should be allowed liberally unless a ongoing gaming relationship
is not desired.

[PBEM Tournament protocol] Die Result
Generation:

In real time server mode to use the die
roller with each player rolling their own die. in beam mode, the default
is web die roller that simultaneously sends an email to both players in
addition to giving the originator identical real time results. (example:
www.irony.com)

Optional PBEM mode, if both players agree,
the inherent server can be used.

In PBEM mode, players always roller their
own rallies and CC die rolls at the break between end of turn (with
phasing player CCPH rallies, and the other player rolling in the next
RPh.PFPh/MPh mailing. The normal FTF requirement that both players
designate all CC before rolls are taken in ignored.

EFFECT OF FIRE ON VICTORY CONDITIONS:

Possession of any hex for Victory Condition purposes
which is on fire at scenario end is given to the opponent of any player
who deliberately set the fire [COI fire setting] even if that fire spread
from another hex. GIA 169.8

Players are not held responsible for fires started
randomly by HE attack, FT, or burning vehicles. Possession of hexes burnt
in this manner is given to the player who last solely occupied the most
non-burning hexes adjacent to the victory determinant hex in question. GIA 169.81

[5A, 30A] Entry from off the map along a road is
assessed at the 1/2 MP road rate. (Modified by vehicle sequential entry in
COI).

[5B] No SW equipment possession by units in
a hex. Any unit surviving a fire phase unbroken may use the SW. GIA
introduces the concept of equipment possession.

[5C] Walls and hedges are defined by the hexside not by
the artwork. Walls and hedges exist along the entire length of the hexside
regardless of the artwork presentation. SEE
[11.5 A&B] Rule 11.5 introduces
Walls and Hedges, but is often a source of confusion among Squad Leader
players. Perhaps because these rules are not actually used in the original
scenarios until #4, a considerable time after their introduction. Two
interpretations exist: that the wall or hedge SYMBOL dictates LOS presence
or blockage (consistent with rule 7.2) or the alternative, that the Wall
or Hedge HEXSIDE dictates LOS presence or blockage (consistent with rules
5.51, 11.5, and 11.51). Alan Yngve: [9/23/96]

[6A] Two crews equal a squad for
vehicular stacking purposes, but not for hex capacity limits. Clarified by
G142.32. Reference to GIA half squad is deleted.

[7A] Units in hexes X8 and P7 on board 4 are in a
building although for LOS purpose, the hex center dot is used.

[7B] All buildings containing a staircase symbol are
considered level 2&1/2 obstacles for LOS and cast a two hex blind zone
for LOS to or from a higher level. Much
confusion results regarding two story (multistory) buildings in SQL. Until
clarified by GIA rule 155.13 which is paraphrased in 7B, units on a second
level are equivalent to a level two hill while the building itself is also
equivalent to a level two hill. Although illogical, the latter is supported
by the confusing rules, LOS example and LOS course. Clarity is not
achieved until GIA; hence the rule is moved forward.

[8A] Halftracks may form a firegroup with
passengers, infantry in the same hex, adjacent halftracks and/or adjacent
infantry. Note SQL 33.8 "33.8 AFV’s may not combine fire with any
other AFV or infantry - even if adjacent".Halftracks
forming firegroups with passengers is explicitly allowed by SQL 47.4;
forming firegroups with other halftracks is allowed explicitly by Q&A;
forming firegroups with infantry in hex and adjacent hex meets firegroup
requirements of rule SQL 8.6.

[9A]Units are considered adjacent for most game
purposes (firegroups) if either play could conceivably move an infantry
unit from that hex into the adjacent hex in question during the ensuing
Advance Phase. Units in adjacent hexes are considered adjacent for point
blank Fire and routing (13.20)purposes only if they have an uninterrupted
LOS and there is no more than a one level elevation difference between
them. This clarification if found in GIA rule
142.21.142.211 and is pulled forward.

[11.5A] The thick terrain depiction, as
well as the hexside itself (inclusive of vertices), represents the
wall/hedge and will affect any LOS through it, except for obvious breaks
for roads in the depiction such as 6X9/W9 (see illustration below). This is pulled directly from ASL B9.1 and
B9.2. Pulling this rule forward terminates endless debate.

[11.5B] Walls and hedges are Half-Level
obstacles to LOS (A6.21) even if they lie lengthwise (on a hex spine)
exactly along a LOS unless the viewing/target hex is formed by that
hexside/hex spine. This is true even if the hex spine to/from the
target/firing hex also directly connects with other wall edge hexside
vertices which are not part of either the firer/target hex. A wall/hedge
hexside never blocks LOS to any portion of its own hex.This is pulled
directly from ASL B9.1 and B9.2. Pulling this rule forward terminates
endless debate.

1.
EX: An attack from 6Y6
to Z7 is affected by the hedge hexside Y7-Z7 even though the hedge depiction
does not actually extend to the vertex.

2.
EX: The 4-4-7 in 6Z9 can
attack the 8-3-8 in X6 with a +2 DRM for the wall because both intervening hex
spines are part of either the firing or target hex. If the Z8-Y9 hedge did not
exist (or were actually at Y8-Y9), no LOS to X6 from Z9 would exist. If a
German unit were in Y8, both it and the 4-4-7 would qualify for the + I TEM of
the Y8-Z9 hex spine when firing at each other.

[13A] A player cannot purposely rout
his units in such a fashion as to ensure their elimination if a safe rout path
exists.

[13B] A unit is required to rout
when adjacent to any type of enemy unit (infantry, vehicle etc.). However,
unarmed vehicles do not cause the removal of concealment counters. (COI+: armed
halftracks must be CE to be considered armed for this purpose.)

13.2 Opposing squads begin the rout
phase adjacent to each other, neither with any other adjacent units. Is the
need for rout determined during a rout phase (with Phasing player routing
first); is the broken unit of the non-Phasing player required to rout after the
Phasing player’s broken unit routs away? A: No {MMP} [previously identified as
Consult #02]

[14A] Units, which voluntarily
break, are not considered DM unless shot at since the previous rally phase.
Otherwise units which break are considered DM except due to pre-game MC ;
Example, SSR in Scenario 5.

[14B] Units are not considered 'shot
at' for DM if targeted but missed by a gun. Should the gun score a hit but
resolved as NE, targeted broken units are now considered DM.

[16A] The Moving in the open ground
-2 DRM applies cumulatively to smoke, shellholes, under stationary AFVs, behind
walls and behind hedges.

[16B, 55B] Once a unit (infantry or
vehicle) is fired upon in a certain location in their movement, they cannot be
shot at in some earlier location. Example: If unit moves to A to B to C and
shot at in C, you have forfeited your chance to shoot at them in A or B. If
such a unit stumbles into a minefield in C, execution of the minefield attack
in C infers you forfeit Defensive Fire in A or B. In this case, one must fire
as they move as the phasing player's subsequent, movement occurs with the
knowledge of the minefield hex.

[17A] Penetration
attacks may occur either before and/or after the target hex. All hexes are
subject to the same attack DR and leadership DRM. This applies to AFV MGs as
well with the additional constraint in SQL that non360 machine guns must fire
at the same hex as the main armament. (This is not altered until GIA 143.2; MG may fire independent of
the main armament as of COI 64.4))

[17B] If a leader mans a MG (either
singly or in combination with another leader) he loses any leadership DRM he
may have exerted over other firing units in the same hex. However, he would
maintain the leadership DRM for his own fire provided he is not part of a FG
which would otherwise not have that leadership DRM. Clarification
regarding use of leadership drm provided by 143.111.

[17C] Crews/HS’s may fire any one MG
with full FP but in so doing lose their inherent FP for that player turn (EXC:
only LMG’s may be used in CC). A crew/HS which fires a LMG in CC would be
unable to also fire its inherent FP during that CCPh. Clarification
provided by GIA 143.12 to SQL by 41.2.

[17B] No MMG, HMG, mortar, or
5/8" non-vehicular ordnance counter which changed location during the
movement phase may fire during the ensuing Advancing Fire Phase. SQL rule 5.74 prohibits any squad carrying 4 or more
portage points Movement Phase from firing a MMG/HMG it moved in ensuing
Advancing Fire Phase by due the portage costs of such weapons. While many
extend this simply to mean MMG/HMG may not be fired in the Advancing Fire Phase
if they were moved, others will argue a different unit may fire this SW for
reasons which defy time and space. To end the debate fueled by lack of
treatment in the later PREASL gamettes and Q/A, the ASL rule 4.41 is moved
forward.

[18A] If, in the act of charging the
nearest enemy unit in its LOS, a berserk unit moves into the LOS of a closer
(in hexes) enemy unit, he charges that unit instead. Should the enemy unit
being charged no longer be in the berserk unit's LOS in the interim, the
berserk unit still charges the hex originally occupied by that unit.

[22A, 23A] German 838s, Russian
628s, and American 847s may use DC and FT of their own nationality without
penalty unless restricted by SSR. Flamethrowers have a range and penetration of
two hexes. Until the use of COI Rule 90 (Captured Equipment & Vehicles),
only qualified American units may use captured FTs at the SQL rules level. Per the game card, captured use of a FT is per Notes A
(Must have a leadership modifier of -2 or -3), C (Must be Assault Engineer), H
(Must be American Unit). The 11/14/05 conversation with the rules authorities
is summarized as follows: American -2/-3 leaders or an American 847 Assault
Engineer may use captured FT counters.

[22C] The -1 applies to a target hex
for each FT; even if the attack is made by a FT.

[23A] See [22A, 23A]

[24A] German 838s always have
smoke-making capability unless modified by SSR. All other units do not have
smoke-making ability unless modified by SSR

[27A] No units may use Sewer
Movement except by SSR.

[30A] It costs an AFV 4 MP + COT to
move through enemy AFV. The COT is 1 MP if shell hole or road.

[30B] COT for a vehicle to move
through a shell hole hex is 1/2 MP for AFVs when traveling down the road. (The
large rulebook illustration SQL4th near rule 30A showing truck and halftrack
movement). Note, in COI it is stated one must pay the other terrain in the hex
rate.

[30C] Any vehicle or wreck in the
road hex negates road movement for other vehicles entering the road hex.

[31A] Passengers of a vehicle, which
becomes immobilized or bogged in a MPh or due to DF, may unload if the vehicle
would normally have 2 MP left the time of immobilization. Otherwise they must
wait until the next Mph unless routing during the rout phase. Based on GIA 144.932. This allows passengers to get out
as there is no reason to stay inside.

[31B] If the AFV
carrying passengers fires any armament other than AAMG, smoke candles, or is
hit by any type of ordnance or FFE not resulting in elimination of the AFV, all
passengers must "bailout" into the AFV hex. However such units may
not Prep Fire, Defensive Fire or Advance Fire as appropriate that player turn.
They may move normally in the Advance Phase. Based GIA: 144.93. This rule is moved forward as clarification
does not exist previous to GIA. This prevents the tacky move of parking AFV two
hexes away, fire in AFPh, unload passengers who also fire in the AFPh and
advance into Close Combat vs a target with no LOS/DFPh opportunity.

[31C] Ordinance cannot select
exposed passengers/crew as an infantry TO HIT target type. Such units suffer
damage only as a secondary result of a hit on their carrying vehicle.
Therefore, TEMs to which the infantry are entitled (such as CE: +2) would be
added to the subsequent TO KILL DR - not to the vehicular TO HIT DR. The
vehicle destruction by HE and the infantry IFT attack are resolved using the
same DR. Based GIA 145.11 . This is another
clarification appearing in GIA that ends the debate of this topic hence rule is
moved forward.

[31D] Passengers may
unload into an adjacent hex only if the transporting vehicle spends 2MP (see
31A). The unloading passengers may be targeted in the vehicle hex with the
appropriate DRMS (moving in the open, +1 for AFV, etc.) ONLY if the shot is
taken as they unload or the vehicle remains in the hex. The vehicle is free to
move away from the unloading hex after any defensive fire shots are taken. The protection during unloading is inferred by
the 2MP cost expended but fuels debate regarding additional shots vs the
unloading hex after the transporting AFV moves away.

[32A] Defensive fire
against infantry traveling on foot with an AFV does not affect other units
which later move through this target hex, unless the defensive fire is
occurring after all enemy movement is completed. If the +1 vehicle DRM is
claimed by the moving player, the vehicle must end it movement with the
infantry and may not separate from it during that movement phase. The vehicle must slow down and regulate its
movement to the protected infantry on foot to impart the +1 DRM.

[33A] A vehicle pivoting its turret
during Prep fire (in Squad leader; when case D is used; firing outside of
covered arc) is not considered a moving target. [EDIT delete:" A vehicle pivoting its hull
during Prep fire to fire in the ensuing Advancing Fire Phase (in Squad Leader;
case E or I) is considered a moving target."]

[33B] It is tactically recommended
but not required that vehicle type units, which must be shot at as they move
(Vehicles, scouts, cavalry, etc.), must move before infantry.

[33C] Vehicles can be fired at both
before and after changing facing, except in their starting hex in which case
they can only be fired at after changing facing or a MP expenditure (i.e.
changing covered arc at the cost of 2 MP).

[33D] An AFV/gun may pivot in a
legal fire phase without having to fire the gun.

[33E] SP guns/guns may not fire in a
Prep Fire phase outside their covered arc, they may only pivot in preparation
for Advancing Fire.

[33F] A MG firing against an moving
AFV forfeits any penetration unless the defensive fire is occurring after all
enemy movement is completed.

[33G] Russian 76L guns
on both Russian AFVs and ART TO HIT with the 76L benefit but TO KILL as a 76
using RED numbers. The German 76L ATG uses the 76L for both TO HIT and TO KILL
using black numbers. Note MM on the COI4th
rulebook is found on the Russian AFV page only. ASL has a specific TO KILL
column (weaker than the standard 76L column) applicable for all Russian 76L
guns. The German 76L ATG per ASL notes sources from captured Russian 76L ART
stocks but the design has been modified and uses the standard more potent 76L
TO KILL column based on superior German manufactured ammunition.

[33.H & 102B] [102B &33H ] Bow mounted FT may not fire in
the APh after the vehicle moves to a new hex during the previous MPh.

[33.I] When targeting a
crew in the act of bailing our with ordinance, use the infantry in open with
moving DRM.Per 2006 Q&A committee; not yet in
published Q&A.

[34A] The MkVIF1 has Canister unless
restricted by SSR.

[35A] Units in a
wooden building which is being overrun are attacked at full strength with the
+2 modifier. If the survive, they are placed into an adjacent hex per rules
then the building is rubbled if the AFV remains in the hex and in Squad Leader
the crew passes its morale check (otherwise the crew will be close combat with
the enemy troops present. Some have contended in
past tournaments the creation of the rubble eliminated all building occupants.
Argument was derived by applying HE KIA rubble creation to any AFV overruning
units in a wooden building without regard to AFV strength or overrun attack die
roll.

[35B] When an AFV crosses a
wall/hedge to initiate an overrun, the wall/hedge TEM is applied to the Overrun
attack.

[36A] Units, which fail Pre-AFV MC
in the advance phase, or MC for entering a burning wreck, may make an alternate
advance/movement.

[36B] Crews may not attempt AFV
immobilization.

[36C] A PreAFV MC is required for
infantry to place a DC on an enemy AFV.

[37A] ATRs, and shaped charged
weapons (panzerfuasts, bazookas, panzerschreck,
piats) may target ATG/guns using their reverse side TO HIT table. The Don Greenwood design article viewpoint is used as a
basis. Leadership, target TEM, moving target modifiers and target size, where
applicable, apply to the TO HIT DR.

[37B] All SCW attacks
(panzerfuasts, bazookas, panzerschreck, piats) TO HIT numbers are modified by
readership, target TEM, moving target modifiers and target size, where applicable. They are not modified by range (adjacent or
GIA range=2) but rather using the counter reverse side TO HIT chart.

[37C] Bazooka and COI
Panzerschreck HE attacks do not benefit from PBF. This is not stated in the rules but rather
denoted on the chart symbolology.

[37D] Rule 37.1 exempts Infantry
armed with special Anti-Tank weapons from the requirement take a Pre-AFV Attack
Morale Check to attack an AFV with the SW. However such an equipped squad is
still required required to take a PreAFV MC to attempt infantry immobilization.
Note use of a SW precludes an attempt infantry immobilization.

[37.E] Point blank fire modifiers do
not apply to Bazooka type (Panzerschreck, Piat) weapons. Reference the open box notation on the QRC.

[40.6A, 41.1A] Non
destroyed AFVs afford the same hull down status as Wrecks should the LOS
intersect the AFV outline adjacent to the target hex. Although only Wrecks are mentioned in these
cited rules, the illustration text on SQLA4th Page 10 above paragraph 32.4
clearly enables an non-wrecked AFV to provide the same hull down status. [EDIT replace 'Non destroyed AFVs' with 'Wreck']

[42A] All hidden counters are
revealed when an unbroken enemy unit is adjacent at the end of the defensive
fire phase or Advance phase unless (changes in COD) per SSR.

[42B] Hidden units in a location are
not revealed when other units in a hex fire. However are revealed when suffer a
NMC area appropriate AREA modification (OBA hits at full strength)

[42C] Regarding hidden units:

o
[42C.1] If a vehicle moves into a
hidden unit hex an overrun occurs 42.6.

o
[42C.2] If infantry moves into a
hidden unit, execute 42.5. it is immediate bounce back and all further movement
by that unit is canceled

o
[42C.3] Hidden and concealed units
are revealed via 25.4. This includes any fortifications unless stated otherwise
in SSR.

[42D] Normally infantry can be
returned to a point in its movement path for defensive fire. However, if one of
the units is allowed to progress to hexes to discover mines or HIP units, the
defender must conduct Defensive fire prior to resolving the minefield attack.
This does not prohibit additional defensive prior in the minefield or latter
hexes moved into.

[42E] When units are granted HIP
status by a scenario, the fortifications in the same hex are considered HIP as
well if setup in concealable terrain. This point is
debated in many Scenario 11 "St. Goar Assault" games. Although it is
unknown what the scenario designer intended, this convention resolves the
issue.

[43A] All hexes of a hill (i.e. 621)
are part of the 'same hill' for LOS purposes.

[44A] Infantry cost into a shellhole
hex is 1 MF in addition to any other costs (i.e. walls, smoke). The cost to
enter a shellhole roadhex from another road hex remains at 1 MF in addition to
any other costs (i.e. walls, smoke). Movement
through shellhole hexes (example, 4s3) that are also road hexes is a source on
contention among Squad Leader players. Two interpretations exist; that road
movement is unhindered by shellholes due to rule 44.3 "Shellholes have no
special effect upon infantry movement ..." and rule 5.52 "... moving
into a road hex is 1/2 MF only if the hex is entered through a hexside crossed
by the road" OR that entering a shellhole hex, even if along a road, costs
1 MF, an interpretation derived primarily from the inclusion of shellhole hexes
with "open ground and Wheatfields on the movement chart (rule 5.5). Alan
Yngve: [9/23/96]

[44B] Wheatfields in effect only
during appropriate months (June through October)

[45A] OPTIONAL RULE (but required by
SSR in SQLA half-bid scenario designs) Following definition of the opposing
units, the player owning OBA secretly chooses if his OBA module is 4 missions
of 80 mm, 3 missions of 100 mm, 2 missions of 120 mm, or 1 mission of 150 mm.
Radio contact can be attempted in the initial rally phase of the game if
immediately available unless restricted by SSR. (5). This
rules is used in half bid scenarios as the great possible variation due to die
rolls for OBA caliber and number of modules often is the dominate factor
influencing which side wins. It is suggested for other scenarios at the
player's discretion.

[45B] Artillery owner need not start
caliber and number of missions until used.

[45C] Once all available missions
are used, a player may not continue to place AR/SR with the depleted module.

[45D] If a side has multiple
artillery modules in play; simply state whether using module A or B when making
radio contact.

[45E] Multiple radios may be in
contact with the same module.

[46A] For purposes of
spotting/correcting fire, any SR/FFE is considered to be 2 levels high for
vision purposes. The spotter would still require a LOS to the hex the SR/FFE is
intended to land in as well as to the SR/FFE (RE: 46.7). 46A: This is GIA 163.4 which settles any
vagueness of the original SQL 46.7 as two how high is a SR/FFE. AR however still must
be place in LOS and subject to normal LOS restrictions.

[46C] FFE HE barrages
may only be placed if a viable target in the LOS of the spotter is in one of
the barrage hexes. This convention
prevents players from attacking units it has no LOS to and in theory no
knowledge of using the seven hex barrage. This is not covered specifically in
the SQL Series rules. ASL does allow it but an additional battery access draw
is required to place the AR, with additional draw during FFE placement if not
viable target is within LOS of a unit. Although still possible, increasing the
number of draws from two to four, make such used improbable and a questionable
use of resources.

[47.1] M16s and other
ordinance-armed halftrack may not carry passengers. (Note the SQL M16 counter
is missing the typical 'P5' notation indicating it has a portage capacity of
5).

[48A] An AT (and COI: INF) gun's
Crew Protection Factor does not apply in the Defensive Fire Phase immediately
following a Movement Phase in which the gun was pushed or unloaded from a
vehicle

[48B] Ordinance fire vs. a gun crew
uses the corresponding gun target classification. If the gun is not hit, the
crew is not affected. Additionally, if the gun is hit, the crew benefits from
the +2 shield DRM if appropriate.

[48C] No 5/8" counter may enter
or leave a pillbox during play except as a dismantled SW. The term 'dm' is introduced in GIA, dismantled state for
MMG, HMG, and some mortars. ASL Rule C30.45 pulled forward as issue not treated
in SQL-GIA [Refer to RuleConsult10].

[48E] HE shells 37mm and larger
destroy ATG in the same manner as AP hits.

[48F] Other gun types be destroyed
by hits using the Gun Target classification similar to ATGs.

[49A] The entire SQL
Section 49.0 Night Rules has been replaced with the SQLA (a.k.a. 5th) edition
rules which is found as a separate document on the SQLA website. Due to the significant shortcomings of Night
Rules through GIA and the necessary player interpretations; SQLA recommends not
playing night scenarios.

[51A] Truck Wrecks are a
LOS block only similar to a AFV/AFV wrecks but do not provide a protective +2
TEM wall similar to a AFV/AFV wrecks. Exception of German SdKfz vehicle types. SQL 51.3 states "Unlike AFVs, units do
not receive a terrain effects modifier for being underneath a truck counter. Truck
outlines do serve to block same level LOS (32.3,32.7) as if the truck were a
stone wall on the second hexside of the vehicle hex through which the fire is
traced." To infer truck wrecks are equivalent to earlier introduced AFV
wreck when rules explicitly state trucks do not provide same TEM benefits as
trucks is a questionable stretch in logic.

[52] SW on jeeps may
be unloaded either by a moving jeep spending 2 MP in a hex containing
stationary infantry OR by infantry advancing into the jeep hex and taking
possession, or a unit starting in the advance phase in the jeep hex advancing
with the SW. The methodology to
remove a loaded SW from a jeep is never treated in any rulebook through ASL
until a 2002 ASL Q&A

[54A] A Crew needs a 4
DR in order to entrench (54.2), but once entrenched provides entrenchments
sufficient for an entire hex’s infantry stacking limit (there is no such thing
as a half entrenchment). A SMC may never dig an entrenchment. Although introduces by a Q/A. the GIA rule
142.34 is explicitly stated. Reference to GIA halfsquad is deleted.

[54B] Entrenchments
cancel open ground for rout purposes (13.42) only if the routing unit pays the
extra MF to enter/leave the entrenchment hex. Although treated in Q/A 13.1, the GIA rule 142.5 clarified
this, the balance of rule paragraph is deleted due to GIA changes in routing
MFs, and other rout system changes.

[55B] See [16B, 55]

[57A] ADVANCE PHASE: Units may use
the APh to either move one Hex or climb or descend one level in a staircase hex
(not sewer entrance) of a multi-level building. A unit in a bunker,
entrenchment, or trench may still advance out of that terrain feature and into
an adjacent hex and vice versa, but it may not move out of a bunker/entrenchment
and into an adjacent bunker/entrenchment in the same APh. The unit would have
to remain outside those terrain features even though they could move into the
hex containing them. (GIA 143.2; see note 57). SQL
rule 57.4 allows advances into a stairwell hex and change levels. However it
does not state one can change levels and move into an adjacent hex during the
Advance Phase. Appendix rule 4.7 states "The one hex advance during the
Advance Phase may include any Movement Penalties for entering or leaving a
bunker or, entrenchment, or, changing levels in a staircase hex, plus the act
of movement into the adjacent hex." However both instances allow a unit to
advance directly into Close Combat without the target unit benefiting from a
Defensive fire opportunity vs. this attacker. This is considered a flaw due the
the GIA clarification. For this reason, the GIA rule is moved forward.

[58A] Rubble building
hexes are not considered buildings for rout purposes. This issue is not addressed in PREASL rule
sets or Q&A but is in ASL. B24.1: "A building totally reduced to
rubble is no longer considered a building. "

[59A] Players may agree prior to the
start of a match that or Tournament rules may be stated that Fires do not
spread with exception to other levels of the same hex per normal procedures
(see note 59A) as a timesaving measure.

[62A] Roadblocks are removed in
rally phase only if removing unit did no actions during own player turn. They
are not removed in rally phase following and idle defensive fire phase.

[62B] Roadblock placements are
limited to road and runway hexsides , or across gaps in terrain so as to block
vehicular movement. Other placement would require a SSR.

[63A] On board guns using indirect fire take a
malfunction check every time during the first FFE attack of a barrage is
resolved. The same die roll for this attack serves as a malfunction check.

[63B] On board guns using indirect fire must take a
malfunction check every time a RSR accuracy is resolved or RSR/FFE is
adjusted.

[63C] Mortar attacks are subject to the same DRMs as
Off Board Artillery.

[63D] Appropriate units have Heat unless otherwise
stated by SSR. EXCEPTION: Heat is not available to the American Priest
SPGs in Scenario #8 "Bitche Salient" unless per player agreement
as a pro-American balancing option.

[63E] A leader is considered adjacent for
spotting for indirect fire if he is within one hex of the firing ordnance
and there is no more than a three level elevation difference between them.
This
clarification is GIA rule 142.212. Third level buildings are introduced in
COD, fourth level hills and split level buildings in GIA. This rule sets
appropriate spotting limits.

[63F] Regardless where used in direct fire
or indirect fire; Mortar IF attacks are subject to OBA modifiers, +4 for
entrenchments, -1 for Air burst per 109.6. This is valid due to the high trajectory nature of mortar
fire.

[64A] A turreted AFV may pivot its turret at any point
in its movement phase (COI+)

[64B] Although a turret may pivot freely in the
movement phase w/o additional fire modifier in the Advancing Fire Phase,
if the owner pivots in the Advancing fire phase as a distinct action, the
modifier applies in addition to the +5 for moving into a new hex.

[64C] CE AFV status can only be changed during the
Movement and Advance Phases unless stunned by enemy fire result. If a unit Prep fires, it may not change its CE
status in the movement phase although some want their cake and eat it too.

[64D] Ordinance fire vs. a CE commander or passengers
must use the corresponding AFV target classification.

[64E] Nahverteidgungswaffe Close Defense weapon are not
available until July 44. [COI rule 64.5 states
'mid-1944'. ASL allows it starting July 44.]

[64F] Rule 64.46,
which restricts the usage of the cmg and MA in the same TCA, is written
with the assumption that the AFV main armanent is turrent mounted. This
restriction is not applicable when the MA is bow mounted (such as PzKwII
Flamingo, Lee, CharB etc.)

[66D} In addition to applying the appropriate TO HIT
modifier per 66.21, a hull hit must also be secured per COI supplemental
Rule M. Deliberate immobilization is not possible against hull down
vehicle. Although implied logically, this is
not explicitly stated until ASL C5.72.

[66B] Deliberate immobilization may be attempted vs
halftrack prime movers such as the German SdKfz series. Although providing no passenger protection, these
vehicles have all the fortes and foibles of halftracks.

[66A] ATRs and other guns may not deliberately
immobilize trucks and other non tracked vehicles such as certain AC.
Exception: German SdKfz vehicles. German SdKfz
vehicle are halftrack prime movers without passenger protection.

[72A]
For Overrun strength calculations, IFE Main Armament is treated as a MG
(at full strength). The Ostwind overrun value is 4+4+12=20af. This is not adequately treated in SQL Series but is
in line with treatment within ASL overrun.

[72B] AFVs with no functional armament may
not enter an enemy hex to overrun, destroy guns, or force evacuation of a
occupied entrenchment.

[72C] An AFV may only overrun one enemy hex
per moment phase; and must attack the first enemy occupied hex entered.

[76A] Armor Leaders do not modify the IFE
attack of the main gun. Lack of treatment in PREASL rules has led to a MMP Ruling
by Alain Chabot (8/00). Only out of respect to Alain do I use his version
while I attempt to change his mind.

[77A] The CASE C: -3 TO KILL DRM for
firing at an Open Topped AFV is never in play; Consider CASE C deleted.
CASE B (-1 TO KILL) still applies to all appropriate TO KILL attempts
regardless of whether close topped or open topped target. This is one of the great flaws in COI.
MMG/HMG with height advantage vs open topped AFVs are immune from TO HIT,
smoke, limited LOS and other normal restrictions. The impact of this rule
goes beyond the intention as its implementation elates MMG/HMG with height
advantage as the greatest threat to open topped vehicles primarily
halftracks and there crews. The resulting to kill attempt (net 5 vs.
frontal shot vs. German halftracks, 6 for Russian/US). Note in ASL only
airplanes get a -1 armor height advantage TO KILL DRM. The optional nature
of this rule was dropped 060515. This rule is one of the major foibles of
the SQL series rulebooks.

[88.1A] ATRs do not benefit from target acquisition. Per 2006 Q&A committee; not yet in published
Q&A.

[88A] King Tigers cannot be immobilized by ATRs. This was a SSR rule introduced in Scenario 109
"Counterattack on the Vistula" on the basis that King Tigers has
armored road wheels. As King Tigers had armored road wheels by design and
not limited to this scenario, this SSR has been generalized.

[91A] The captured weapon penality (+2 TH, +2
breakdown, Red TH, and no repair) is applied once regardless if a captured
gun is fired by an friendly squad or enemy crew. The TH and breakdown
penalties are doubled if manned by an enemy squad (+4 TH, +4 breakdown). There are conflicting Q&A answers whether the
penalties are doubled for enemy squad usage of captured guns. However the
penalties are doubled in ASL.

[102A] Vehicular-mounted FT's, whether bow or turret
mounted, do not need to secure a hit, but the TO HIT DRMs normally
associated with a change of CA for that type of mounting (Cases A-E are
instead applied as IFT DRMs. These DRMs would also apply to fire and AFV
TK#s. Bow mounted FT use DRMs as though they were turreted; they may fire
in the AFPh after changing hexes in the MP. GIA
rule 144.47 is moved forward to modify the overly potent FT tanks as a DYO
purchase in COI.

[Vehicle Note KK] Clarification (as
applicable to T70); T70 is subject to vehicle note
KK (COI introduction of COD One Man Turret 129.4). :Due to the commander
also being the loader and gunner, treat as a SP Gun. They may not use Advancing
Fire after moving to a new hex. These tanks may change their Turret
Covered Arc in the same manner (64.121) as other tanks but must use Hit
Determination DRM case D instead of B, and case E instead of A. If CE, no
weapons may fire. The vehicle note has been
interpreted as both a net +2 and net +1 total DRM. This clarification is
consistent with the COD One Man Turret rule.